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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - [RADEONSI] [LLVM] [bisected] GPU lockups when running Alien: Isolation"
href="https://bugs.freedesktop.org/show_bug.cgi?id=96731#c6">Comment # 6</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - [RADEONSI] [LLVM] [bisected] GPU lockups when running Alien: Isolation"
href="https://bugs.freedesktop.org/show_bug.cgi?id=96731">bug 96731</a>
from <span class="vcard"><a class="email" href="mailto:arsenm2@gmail.com" title="Matt Arsenault <arsenm2@gmail.com>"> <span class="fn">Matt Arsenault</span></a>
</span></b>
<pre>The only obvious difference I see in the dump diffs without looking at any
particular shader is the number of used registers changed. This is probably
because previously the implicit uses of the super registers were missing when
the AsmPrinter counts them. If the dynamic was out of bounds, it is more likely
to be out of bounds of the allocated VGPRs, in which case the hardware behavior
is to return v0. If there are out of bounds accesses, it would now read an
undefined register. I don't know if there are any actual out of bounds dynamic
vector accesses</pre>
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